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  1. Thanks lets get things back on topic then look! Cactuseses!
    5 points
  2. 4 points
  3. You're referring to the fact that units sometimes glide at the very end of their movement? If so yes it's a bug, and it's fixed/it will be fixed in my ongoing UnitMotion rewrite which will land whenever.
    4 points
  4. I think Stan is refering to the equipement. Let me clarify: There's no spearmen without shield, hence both hands are occupied. So, no one-handed spearmen are in the game. I'll try to post soon some cavalry animation WIPs so you can take a look at how they would look. We can increase their spears to reach the units. I'd also love to have a system where non-cav units know when they're attacking cavalry so we can do attack animations pointing higher.
    3 points
  5. We checked it for pair techs. Can you update one of your json file? Take care (I updated the doc) of the new form of class number requirements
    2 points
  6. Here try to expands some architecture knowledge. Mesoamerican architecture is the set of architectural traditions produced by pre-Columbian cultures and civilizations of Mesoamerica, traditions which are best known in the form of public, ceremonial and urban monumental buildings and structures. The distinctive features of Mesoamerican architecture encompass a number of different regional and historical styles, which however are significantly interrelated. These styles developed throughout the different phases of Mesoamerican history as a result of the intensive cultural exchange between the different cultures of the Mesoamerican culture area through thousands of years. Mesoamerican architecture is mostly noted for its pyramids which are the largest such structures (outside of Ancient Egypt and the Chola Empire). there is interesting Chronology https://en.m.wikipedia.org/wiki/Mesoamerican_chronology in this chronology we have late pre classic represent by : Maya, Teotihuacan and Zapotec, Teuchitlan Tradition formative periods, The plaza At the heart of the Mesoamerican city were large plazas surrounded by the most important governmental and religious buildings, such as the royal acropolis, great pyramid temples and occasionally ballcourts. Building materialsEdit The most surprising aspect of the great Mesoamerican structures is their lack of many advanced technologies that would seem to be necessary for such constructions. Lacking metal tools, Mesoamerican architecture required one thing in abundance: manpower. Yet, beyond this enormous requirement, the remaining materials seem to have been readily available. They most often utilized limestone, which remained pliable enough to be worked with stone tools while being quarried, and only hardened once when removed from its bed. In addition to the structural use of limestone, much of their mortar consisted of crushed, burnt, and mixed limestone that mimicked the properties of cement and was used just as widely for stucco finishing as it was for mortar. However, later improvements in quarrying techniques reduced the necessity for this limestone-stucco as their stones began to fit quite perfectly, yet it remained a crucial element in some post and lintel roofs. A common building material in central Mexico was tezontle (a light, volcanic rock). It was common for palaces and monumental structures to be made of this rough stone and then covered with stucco or with a cantera veneer. Very large and ornate architectural ornaments were fashioned from a very enduring stucco (kalk), especially in the Mayan region, where a type of hydraulic limestone cement or concrete was also used.[7]In the case of the common houses, wooden framing, adobe, and thatch were used to build homes over stone foundations. However, instances of what appear to be common houses of limestone have been discovered as well. Buildings were typically finished with high slanted roofs usually built of wood or thatch although stone roofs in these high slant fashions are also used rarely.
    2 points
  7. I know maya seafaring was done in massive canoes made of the trunks of large trees. The mod is mostly done, just a few details need to be touched on, like naval capacity of any mesoamerican civ, since it needs to be there for balance, even if not strictly accurate
    2 points
  8. I only know the following thing: If a unit starts and stops a move on the same turn, the walk animation will not be triggered, thus gliding. This can be tested by starting a multiplayer (500ms turn length as opposed to 200ms in singleplayer) and moving a female a very short distance.
    2 points
  9. Wat All spearmen with the exception of pikes are one handed spearmen? (I'd love to see cavalry lancers use both hands, and a lance of decent length btw)
    2 points
  10. I have same Deja vu sensation.
    1 point
  11. There are a scenario in the primitive AoE I , is in Yamato campaing where the Ai ask for tribute or try to kill you. the scenario is "Opression" so the ai say: "You traitorous wretch! Vengeance will be mine." When you change your stance to enemy. when ask for tribute : Tribute 200 of gold or will be destroyed. after the tribute the ai says: "you have made a wise choice-- together shall rule the world."
    1 point
  12. That would be very funny, but that's exactly the kind of AI scripts I'm looking for. "Have my 2 stone, but don't take my soul!" "I'll be raiding (player X). You coming or what?"
    1 point
  13. I was looking for Mesoamerican navigation and didn't find much, heres what i found: -All civs had canoes -Unlike other canoes they didnt use oars or paddles instead they used long sticks ( like in Venice ) to push the canoe against the floor ( not sure if im explaining myself ) They had merchant ships ( Christopher Colombus found one) mainly mayas Olmecs transported their big rocks for their olmec head sculptures by large rafts pushed by many men. theses rafts used tar as a "glue" to be toghether Canoes were also used for war ( these gives me the idea for small cheap war canoes for naval war with archers and skirmrishers in them ) This is the only link i could find about the topic ( preclassical navigation ) because theres more info on aztec navigation but its outdated. Its quite long and in Spanish http://www.dimensionantropologica.inah.gob.mx/?p=1197
    1 point
  14. @LordGood Nice setting I see you didn't finish the map yet Minimaps don't lie
    1 point
  15. Don't wan't to ruin the discussion, but isn't this page going totally off-topic?
    1 point
  16. Your link don't have relation, I wasn't quoting you .
    1 point
  17. They definitely are (idles have only one variation except women villagers). Please be aware that I wanted to finish the animations with at least just one variation of each type of animation needed so they could be commited and be playable in the game. After cavalry units are upgraded, expect more idle variations to come for every unit type.
    1 point
  18. Here is my first attempt at it. @Enrique @wraitii suggested to add units inside the stalls to make them look less empty, what do you think ? Would you be willing to make an idle trader animation ?
    1 point
  19. Well, I was thinking we could have separate mods for different cardinal directions. For example the kushites and Aksum could be lumped into a rise of the ... Wait. Noo, that wouldn't work, rise of the south has different implications here well shoot
    1 point
  20. that name Nice background! But I wonder if it wouldn't be a better idea to go for something more generic (with regards to the logo and name) so we can gracefully merge it with RotE and so we have the freedom to throw in some other exotic factions too in the future (dunno if that actually will happen but who knows...)
    1 point
  21. Another Youtuber! At this rate I'm going to have to binge-watch these guys.
    1 point
  22. The development of that code is in progress by @Sandarac and @mimo , see #4431 Petra responds to diplomacy changes #4143 Petra Last Man Standing support
    1 point
  23. Trashed the concept completely. Should be less repetitive now.
    1 point
  24. Just because you don't like the art direction doesn't mean its a mistake to take that direction. Its lovely, the minimal textures and polygonal style put more weight on the animations and color palette, which look very nice. With the rise of mobile where things need to be readable at a small size, this style is particularly popular. AoEO had a charming style to it as well, but this is an RTS, not an MMO-RTS with microtransactions(?) which I think was the bigger issue with AoEO.
    1 point
  25. edits, built to the prop_weapon_right
    1 point
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